using Boo.Lang;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;

[Serializable]
public class lefthanded : MonoBehaviour
{
	[Serializable]
	[CompilerGenerated]
	internal sealed class _0024destroy_0024385 : GenericGenerator<WaitForSeconds>
	{
		internal lefthanded _0024self__0024387;

		public _0024destroy_0024385(lefthanded self_)
		{
			_0024self__0024387 = self_;
		}

		public override IEnumerator<WaitForSeconds> GetEnumerator()
		{
			return new _0024(_0024self__0024387);
		}
	}

	public GameObject rc;

	public GameObject rc1;

	public GameObject rc2;

	public GameObject rc3;

	public void Start()
	{
		if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name.Contains("MP"))
		{
			Invoke("find", 0.1f);
		}
		if (PlayerPrefs.GetInt("LeftHanded") == 1)
		{
			int num = 180;
			Quaternion rotation = transform.rotation;
			rotation.y = num;
			Quaternion quaternion2 = transform.rotation = rotation;
		}
		if (PlayerPrefs.GetInt("RCord") == 0)
		{
			rc.SetActiveRecursively(state: true);
		}
		if (PlayerPrefs.GetInt("RCord") == 1)
		{
			rc.SetActiveRecursively(state: false);
			rc1.SetActiveRecursively(state: true);
		}
		if (PlayerPrefs.GetInt("RCord") == 2)
		{
			rc.SetActiveRecursively(state: false);
			rc2.SetActiveRecursively(state: true);
		}
		if (PlayerPrefs.GetInt("RCord") == 3)
		{
			rc.SetActiveRecursively(state: false);
			rc3.SetActiveRecursively(state: true);
		}
		StartCoroutine(destroy());
	}

	public IEnumerator destroy()
	{
		return new _0024destroy_0024385(this).GetEnumerator();
	}

	public void find()
	{
		transform.position = GameObject.Find("PlayerPrefab(Clone)").transform.position;
		Vector3 position = transform.position;
		float y = position.y + 0.5f;
		Vector3 position2 = transform.position;
		position2.y = y;
		Vector3 vector2 = transform.position = position2;
	}

	public void Main()
	{
	}
}
